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  <title>Gosu Forums - Gosu Exchange</title>
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  <updated>2012-02-03T23:00:17Z</updated>
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  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5529</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5529'/>
    <title>Gosu&#39;s transform features</title>
    <author><name>jlnr</name></author>
    <published>2012-02-03T07:37:16Z</published>
    <updated>2012-02-03T07:37:16Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>5</slash:comments>
    <content type='html'>
      <![CDATA[Your code is correct and I am using this in &quot;production&quot; (Terava), but it&#39;s been refactored recently. Let me know if you can reproduce this problem in a simple test setup.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5528</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5528'/>
    <title>Exporting fonts</title>
    <author><name>jlnr</name></author>
    <published>2012-02-03T07:33:23Z</published>
    <updated>2012-02-03T07:49:09Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>14</slash:comments>
    <content type='html'>
      <![CDATA[<code>Gosu::Font</code> is meant for short, non-wrapping, dynamic texts. <code>Gosu::Image.from_text</code> provides line-wrapping, text alignment and some formatting.<br/><br/>I would have rendered the whole image twice, once with <code>&lt;c=00000000&gt;...&lt;/c&gt;</code> around the glowing parts (making them transparent) and once with the same tag around all other text. Then you&#39;d have one normal <code>Gosu::Image</code> for the base text and one for the glowing parts, so you could just pulse the second image over the first and be done in two single <code>Image#draw</code> calls. :)<br/><br/>Bonus: When using <code>from_text</code>, you could save the generated images to PNG with <code>Gosu::Image#save</code> and reload them. Then you would not need to ship the font, unless you also use the <code>Gosu::Font</code> in other places.<br/><br/>--<br/><br/>No matter how you do it, you should write quick helper functions to display your content. I don&#39;t think Gosu is the wrong library (I am biased of course), but it is normal that you build some intermediate functions or classes for your game&#39;s specific needs. <code>Gosu::Font</code> and <code>Image</code> are dumb, it is normal to build upon them.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5526</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5526'/>
    <title>Gosu&#39;s transform features</title>
    <author><name>Maverick</name></author>
    <published>2012-02-03T04:43:29Z</published>
    <updated>2012-02-03T04:43:29Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>5</slash:comments>
    <content type='html'>
      <![CDATA[I did that and I received no results which is why I posed the question. I believed it looked like this:<br/><br/>graphics().pushTransform(Gosu::scale(2,2));<br/>graphics_renderer-&gt;drawScene();<br/>graphics().popTransform();<br/><br/>I can go back and check tomorrow, but I&#39;m pretty certain that&#39;s exactly what I did. Thanks though.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5525</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5525'/>
    <title>Exporting fonts</title>
    <author><name>Spooner</name></author>
    <published>2012-02-03T00:37:54Z</published>
    <updated>2012-02-03T00:37:54Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>14</slash:comments>
    <content type='html'>
      <![CDATA[You could have used Chingu and/or Fidgit. Fidgit particularly has an auto-wrapping control which might have saved some trouble (TextArea).]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5524</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5524'/>
    <title>Exporting fonts</title>
    <author><name>il mietitore</name></author>
    <published>2012-02-02T22:45:53Z</published>
    <updated>2012-02-02T22:45:53Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>14</slash:comments>
    <content type='html'>
      <![CDATA[it&#39;s, ehm, a pain in the ass: every line is a @draw_Segoe_UI_20.draw command. I have to say that I used the wrong library, or anyway I could have found a way more simple way to format the thing, because the entire code is basically all like this part:<br/><br/><code>&#160; &#160; if (@game_begin == true) and (@current_n == 19)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw_rel(&quot;19&quot;, 400, 50, 0, 0.5, 0.5, 1, 1, 0xffff0000)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw_rel(&quot;L&#39;ATTENZIONE DI UN FANTASMA&quot;, 400, 70, 0, 0.5, 0.5, 1, 1, 0xffff0000)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;Di&#39; cosa fa il fantasma, chiedi al giocatore come si comporta, e di&#39; cosa succede.&quot;, 70, 90, 0, 1, 1, 0xffffffff)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;Continua in questo modo fino a che non si verifica uno dei seguenti casi:&quot;, 70, 110, 0, 1, 1, 0xffffffff)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;- Decidi che l&#39;altro giocatore ha provocato la violenza del fantasma. Vai al&#160; &#160;&#160; .&quot;, 70, 130, 0, 1, 1, 0xffffffff)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;29&quot;, (@font_Segoe_UI_20.text_width(&quot;- Decidi che l&#39;altro giocatore ha provocato la violenza del fantasma. Vai al &quot;, 1)) + 70, 130, 0, 1, 1, ((0xff - @glow) &lt;&lt; 24) + 0xffff00)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;- L&#39;altro giocatore sta cercando di passare oltre il fantasma. Digli di andare al&#160; &#160;&#160; .&quot;, 70, 150, 0, 1, 1, 0xffffffff)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;12&quot;, (@font_Segoe_UI_20.text_width(&quot;- L&#39;altro giocatore sta cercando di passare oltre il fantasma. Digli di andare al &quot;, 1)) + 70, 150, 0, 1, 1, ((0xff - @glow) &lt;&lt; 24) + 0xffff00)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;- Decidi che l&#39;altro giocatore sta confrontando il fantasma. Digli di andare al&#160; &#160;&#160; .&quot;, 70, 170, 0, 1, 1, 0xffffffff)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;34&quot;, (@font_Segoe_UI_20.text_width(&quot;- Decidi che l&#39;altro giocatore sta confrontando il fantasma. Digli di andare al &quot;, 1)) + 70, 170, 0, 1, 1, ((0xff - @glow) &lt;&lt; 24) + 0xffff00)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;- Decidi che l&#39;altro giocatore ha suscitato la curiosita&#39; del fantasma. Digli di andare al&#160; &#160;&#160; .&quot;, 70, 190, 0, 1, 1, 0xffffffff)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;36&quot;, (@font_Segoe_UI_20.text_width(&quot;- Dicidi che l&#39;altro giocatore ha suscitato la curiosita&#39; del fantasma. Digli di andare al &quot;, 1)) + 70, 190, 0, 1, 1, ((0xff - @glow) &lt;&lt; 24) + 0xffff00)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;- Decidi che l&#39;altro giocatore ha suscitato la pieta&#39; del fantasma. Digli di andare al&#160; &#160;&#160; .&quot;, 70, 210, 0, 1, 1, 0xffffffff)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;38&quot;, (@font_Segoe_UI_20.text_width(&quot;- Decidi che l&#39;altro giocatore ha suscitato la pieta&#39; del fantasma. Digli di andare al &quot;, 1)) + 70, 210, 0, 1, 1, ((0xff - @glow) &lt;&lt; 24) + 0xffff00)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;- L&#39;altro giocatore sta cercando di nascondersi. Digli di andare al&#160; &#160;&#160; .&quot;, 70, 230, 0, 1, 1, 0xffffffff)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;32&quot;, (@font_Segoe_UI_20.text_width(&quot;- L&#39;altro giocatore sta cercando di nascondersi. Digli di andare al &quot;, 1)) + 70, 230, 0, 1, 1, ((0xff - @glow) &lt;&lt; 24) + 0xffff00)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;- L&#39;altro giocatore e&#39; riuscito a lasciare la stanza. Vai al&#160;&#160; .&quot;, 70, 250, 0, 1, 1, 0xffffffff)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;5&quot;, (@font_Segoe_UI_20.text_width(&quot;- L&#39;altro giocatore e&#39; riuscito a lasciare la stanza. Vai al &quot;, 1)) + 70, 250, 0, 1, 1, ((0xff - @glow) &lt;&lt; 24) + 0xffff00)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;- L&#39;altro giocatore fa qualcosa tale per cui vuoi testare la sua capacita&#39; di mantenere la calma.&quot;, 70, 270, 0, 1, 1, 0xffffffff)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;Digli di andare al&#160;&#160; ,&#160;&#160; ,&#160; &#160;&#160; ,&#160; &#160; &#160;&#160; o&#160; &#160; &#160; (scegli liberamente, vanno bene tutti)&quot;, 70, 290, 0, 1, 1, 0xffffffff)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;6&#160; 8&#160; 10&#160; 14&#160; &#160; 16&quot;, (@font_Segoe_UI_20.text_width(&quot;Digli di andare al &quot;, 1)) + 70, 290, 0, 1, 1, ((0xff - @glow) &lt;&lt; 24) + 0xffff00)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;- Decidi che il fantasma se ne va. Vai al&#160;&#160; .&quot;, 70, 310, 0, 1, 1, 0xffffffff)<br/>&#160; &#160; &#160; @font_Segoe_UI_20.draw(&quot;3&quot;, (@font_Segoe_UI_20.text_width(&quot;- Decidi che il fantasma se ne va. Vai al &quot;, 1)) + 70, 310, 0, 1, 1, ((0xff - @glow) &lt;&lt; 24) + 0xffff00)<br/>&#160; &#160; end</code><br/><br/>And I don&#39;t know how does that default font work, indeed. Maybe on a different computer I would even get a different font.<br/><br/>Anyway the project has been delivered. We&#39;ll see if something has gone wrong in professor&#39;s pc.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5521</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5521'/>
    <title>Gosu&#39;s transform features</title>
    <author><name>erisdiscord</name></author>
    <published>2012-02-02T20:42:14Z</published>
    <updated>2012-02-02T20:42:14Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>5</slash:comments>
    <content type='html'>
      <![CDATA[The C++ methods <code>scale</code>, <code>rotate</code> etc. return a transformation matrix (<code>Gosu::Transform</code>, actually an array of <code>double</code>). You actually want to call <code>Graphics::pushTransform(const Transform&amp;)</code> to apply a transformation, then <code>Graphics::popTransform()</code> when you&#39;re done with it.<br/><br/>You can also create arbitrary transformations like skew IIRC, but I&#39;m not an expert on matrix maths.<br/><br/>As implied by the names push and pop, transformations stack, so don&#39;t forget to pop everything you push.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5520</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5520'/>
    <title>Gosu&#39;s transform features</title>
    <author><name>Maverick</name></author>
    <published>2012-02-02T15:41:32Z</published>
    <updated>2012-02-02T15:41:32Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>5</slash:comments>
    <content type='html'>
      <![CDATA[Sorry. I forgot to mention in C++ Gosu.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5519</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5519'/>
    <title>Gosu&#39;s transform features</title>
    <author><name>lol_o2</name></author>
    <published>2012-02-02T09:13:50Z</published>
    <updated>2012-02-02T09:13:50Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>5</slash:comments>
    <content type='html'>
      <![CDATA[Like that:<br/><code>window.scale(scale_x,scale_y) do<br/>&#160; #drawing code<br/>end</code>]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5518</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5518'/>
    <title>Gosu&#39;s transform features</title>
    <author><name>Maverick</name></author>
    <published>2012-02-02T06:09:09Z</published>
    <updated>2012-02-02T15:41:43Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>5</slash:comments>
    <content type='html'>
      <![CDATA[I&#39;m not fully sure how to use Gosu&#39;s transform methods (C++) such as Gosu::scale() and all that. Any help?]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5517</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5517'/>
    <title>Exporting fonts</title>
    <author><name>RunnerPack</name></author>
    <published>2012-02-02T02:34:11Z</published>
    <updated>2012-02-02T02:34:11Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>14</slash:comments>
    <content type='html'>
      <![CDATA[The default font doesn&#39;t look that bad... Can&#39;t you just re-wrap a few lines to make the text fit on the screen?]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5514</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5514'/>
    <title>Exporting fonts</title>
    <author><name>il mietitore</name></author>
    <published>2012-02-01T07:48:17Z</published>
    <updated>2012-02-01T07:48:17Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>14</slash:comments>
    <content type='html'>
      <![CDATA[uhm, well: i went in the fonts directory, and copied the font file. There are various versions (Segoe UI Italic, Segoe UI bold...), so i took the normal one. It should be the right one :\<br/><br/>Anyway: let&#39;s hope that the professor have a pc with the font installed. I&#39;ll attach the font file and say &quot;if it doesn&#39;t work consider to install the font you find in this folder&quot;.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5513</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5513'/>
    <title>Exporting fonts</title>
    <author><name>Spooner</name></author>
    <published>2012-02-01T00:22:31Z</published>
    <updated>2012-02-01T00:22:31Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>14</slash:comments>
    <content type='html'>
      <![CDATA[Actually, whatever I do to use the font, it doesn&#39;t seem to load it (in script or executable version). I assume that is why you were loading it with &quot;Segoe UI&quot;, rather that &quot;fonts/segoeui.ttf&quot; - it doesn&#39;t seem to load from the ttf, but it will from your home system? It will load on my system if I call it &quot;Segoe UI&quot;, but <i>not </i>directly from the ttf :P<br/><br/>Apparently &quot;Segoe UI&quot; is a Microsoft font included in Vista/Windows 7, so it should be available simply named that way on all newish PCs (And will load under that name for me!); are you sure the ttf you have is the same thing?]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5512</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5512'/>
    <title>Exporting fonts</title>
    <author><name>Spooner</name></author>
    <published>2012-02-01T00:07:32Z</published>
    <updated>2012-02-01T00:07:32Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>14</slash:comments>
    <content type='html'>
      <![CDATA[Ocra only includes the script and gems automatically. You need to tell it about assets like images and fonts:<br/><code>ocra mc.rb --windows --no-enc immagini/*.* fonts/*.*</code><br/><br/>(The <i>--windows</i> means don&#39;t open a console window when run; <i>--no-enc</i> means don&#39;t include lots of encoding files you will never use)<br/><br/>In your actual script, you need to set up some methods to calculate asset paths for you based on the position of the script when it is unpacked from the exe, not the executable itself:<br/><code><br/>def image_path(image); File.expand_path(&quot;../immagini/#{image}&quot;, __FILE__); end<br/>def font_path(font); File.expand_path(&quot;../fonts/#{font}&quot;, __FILE__); end<br/></code><br/><br/>In #initialize, do the loading<br/><code><br/>&#160; &#160; @immagini_titoli = Gosu::Image.new(self,&#160; image_path(&quot;testa1.png&quot;), true)<br/>&#160; &#160; @immagini_cursore = Gosu::Image.new(self, image_path(&quot;cursore.png&quot;), true)<br/>&#160; &#160; @immagini_start = Gosu::Image.new(self, image_path(&quot;start1.png&quot;), true)<br/>&#160; &#160; @immagini_sbarra = Gosu::Image.new(self, image_path(&quot;sbarra.png&quot;), true)<br/></code><br/>&#160; &#160; <br/>The script also gives away why the font isn&#39;t working on other machines;<br/><i>the font is named based on how it is installed on your machine, not loading the actual ttf you provide</i>:<br/><code>&#160; &#160; @font_Segoe_UI_20 = Gosu::Font.new(self, font_path(&quot;segoeui.ttf&quot;), 20)</code>]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5511</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5511'/>
    <title>Exporting fonts</title>
    <author><name>il mietitore</name></author>
    <published>2012-01-31T14:30:40Z</published>
    <updated>2012-01-31T14:30:40Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>14</slash:comments>
    <content type='html'>
      <![CDATA[Mah. That&#39;s too much for my brain.<br/><br/>ocra works, but if I move the file somewhere else then it doesn&#39;t work anymore because there aren&#39;t the other files with him. And even more: i just can&#39;t understand why, but if i link the font during initializing, it doesn&#39;t work with the font I should use (segoeui.ttf) but it works if I use ANOTHER font (arabdances.ttf, for instance, works).<br/><br/>Someone can help me in a pratical way? Here is the <a class='url' href='http://www.2shared.com/file/0BCN7EHU/Help.html'>download link</a> for the script and the other files. Someone can do some magic trick, make me this executible and then tell me how he did*? pleeeeeease *__*<br/><br/>*so that I can do it too, if I find out things to correct in the source...]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5510</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5510'/>
    <title>Useful tools for game development</title>
    <author><name>Dschinghis</name></author>
    <published>2012-01-30T05:00:06Z</published>
    <updated>2012-01-30T05:00:06Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>37</slash:comments>
    <content type='html'>
      <![CDATA[git, a million times git!<br/><br/>At the very least, having a filesystem-level undo has saved my bacon more times than I can count, and once you figure out branching you&#39;ll see your coding confidence being to soar as you realize you can <b>always go back to a known state</b>. Want to try a crazy new idea, or refactor a huge swath of code? Don&#39;t even worry about it, just branch and go. I&#39;ve used source control before (perforce, svn, horrible old VSS) but having git so available, so fast, and so bulletproof entirely changed how I work as a programmer. No joke!<br/><br/>On a more game-oriented note, I just found myself using the ruby-prof gem (<a class='url' href='https://github.com/rdp/ruby-prof'>https://github.com/rdp/ruby-prof</a>) to generate cachegrind output, which can then be loaded and analyzed in the free KCacheGrind. You can have ruby-prof spit out cachegrind reports like so:<br/><br/><code><br/>require &#39;ruby-prof&#39;<br/><br/>result = RubyProf.profile do<br/>&#160; window.show<br/>end<br/><br/>printer = RubyProf::CallTreePrinter.new(result)<br/>f = File.new(&#39;tmp/call_tree&#39;, &#39;w&#39;)<br/>printer.print(f, {})<br/></code><br/><br/>If you&#39;re trying to optimize your framerates, just have the game do a (preferably) automated and repeatable set of repro steps during the window.show loop, and once the steps have completed, open the file in KCacheGrind and you can see exactly where your program spent most of it&#39;s cycles. The results can be surprising, and surprisingly effective. I was lagging frames really badly once I got up to a certain number of onscreen objects, and spent time trying to optimize iteration and variable creation and got nowhere. Fired up the cachegrind viewer, though, and immediate saw several million calls to a color calculation method deep in an inner loop. I didn&#39;t realize it was being called that deeply, since it was layered seven or eight levels deep from the top of the show/update stack inside a call to an accessor method. I cached the value, re-ran the tests, and immediate saw an almost 25 FPS improvement on the same test battery.&#160; O_O]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5509</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5509'/>
    <title>FPS decreasing gradually</title>
    <author><name>kuehkookies</name></author>
    <published>2012-01-30T01:31:28Z</published>
    <updated>2012-01-30T01:31:28Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>7</slash:comments>
    <content type='html'>
      <![CDATA[So the Text is the culprit...<br/>I replaced the lines with the lines you suggested, and now I get normal FPS as usual.<br/><br/>Thanks for the tips! :D]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5508</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5508'/>
    <title>Exporting fonts</title>
    <author><name>Spooner</name></author>
    <published>2012-01-30T00:10:21Z</published>
    <updated>2012-01-30T00:10:21Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>14</slash:comments>
    <content type='html'>
      <![CDATA[<code>ocra MC.rb --windows /images/**/*.* /fonts/**/*.* </code><br/>However you need to ensure that all paths are file-relative, not relative to the working directory (when running the executable, so require_relative for ruby scripts and stuff like <code>File.expand_path(&quot;../../fonts/whatever.ttf&quot;, __FILE__)</code> when referring to assets.<br/><br/>Also, I&#39;d consider using Releasy, which is my gem for making life a lot easier in this sort of circumstance. Even helps you build executables for other platforms :)]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5507</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5507'/>
    <title>Exporting fonts</title>
    <author><name>il mietitore</name></author>
    <published>2012-01-29T18:52:39Z</published>
    <updated>2012-01-29T18:52:39Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>14</slash:comments>
    <content type='html'>
      <![CDATA[eh, i just write<br/><br/><code>ocra MC.rb</code><br/><br/>how can i add fonts? :(]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5506</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5506'/>
    <title>FPS decreasing gradually</title>
    <author><name>jlnr</name></author>
    <published>2012-01-29T17:19:33Z</published>
    <updated>2012-01-29T17:19:33Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>7</slash:comments>
    <content type='html'>
      <![CDATA[I am on OS X but the game ran much faster when I kicked the whole line out. I think this may be very related. :)]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5505</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5505'/>
    <title>FPS decreasing gradually</title>
    <author><name>Spooner</name></author>
    <published>2012-01-29T17:16:52Z</published>
    <updated>2012-01-29T17:23:59Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>7</slash:comments>
    <content type='html'>
      <![CDATA[Not sure if this is relevant, but the game creates a new Chingu::Text each and every draw. This generates a completely new Image 60x a second, which is not good for Gosu. Generally I avoid using Chingu::Text for text that updates a lot, since it is rather inefficient in that case, instead using Gosu::Font#draw.<br/><br/>If you still want to use Chingu::Text for this (assuming the score doesn&#39;t change too often), you could use it a lot more efficiently by doing something like this:<br/><br/><code># in #initialize (only create it once)<br/>@score_label = Chingu::Text.new(&quot;0&quot;, :x =&gt; 12, :y = 5)<br/><br/># in #update (only update, and thus create a new image, if score actually changes)<br/>@score_label.text = @score.to_s unless @score.to_s == @score_label.text<br/><br/># in #draw (don&#39;t do any processing in #draw)<br/>@score_label.draw<br/></code>]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5504</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5504'/>
    <title>Exporting fonts</title>
    <author><name>jlnr</name></author>
    <published>2012-01-29T16:14:33Z</published>
    <updated>2012-01-29T16:14:33Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>14</slash:comments>
    <content type='html'>
      <![CDATA[^]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5503</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5503'/>
    <title>Exporting fonts</title>
    <author><name>il mietitore</name></author>
    <published>2012-01-29T15:58:27Z</published>
    <updated>2012-01-29T15:58:27Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>14</slash:comments>
    <content type='html'>
      <![CDATA[I don&#39;t exactly receive an error. The text it&#39;s just formatted in a default font.<br/><br/>This is how it should be:<br/><a href='http://i43.tinypic.com/501ly8.png'>http://i43.tinypic.com/501ly8.png</a><br/><br/>This is how it appears if there is no font:<br/><a href='http://i43.tinypic.com/20p4k0z.png'>http://i43.tinypic.com/20p4k0z.png</a><br/><br/>About ocra, i just go in the directory and type &quot;ocra MC.rb&quot;. I suppose I&#39;ll have to write something else, isn&#39;t it? :\]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5502</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5502'/>
    <title>How to best use Window#record method</title>
    <author><name>jlnr</name></author>
    <published>2012-01-29T13:20:29Z</published>
    <updated>2012-01-29T13:20:29Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>6</slash:comments>
    <content type='html'>
      <![CDATA[Yes in that it is not thread-safe. But for each part, I&#39;d have to choose between locking and making it thread-local. This is one of the cases where it should be thread-local.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5501</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5501'/>
    <title>How to best use Window#record method</title>
    <author><name>erisdiscord</name></author>
    <published>2012-01-28T16:48:57Z</published>
    <updated>2012-01-28T16:48:57Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>6</slash:comments>
    <content type='html'>
      <![CDATA[Oh, well, that&#39;s fine. I guess it&#39;s the same problem Gosu has in general, right?]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5500</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5500'/>
    <title>FPS decreasing gradually</title>
    <author><name>kuehkookies</name></author>
    <published>2012-01-28T15:47:04Z</published>
    <updated>2012-01-28T15:47:04Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>7</slash:comments>
    <content type='html'>
      <![CDATA[I don&#39;t know exactly, and everything is fine when I checked my applied logic in my script.<br/><br/>But to ensure it&#39;s only happened to me, I attach the source to be inspected. Maybe there are some suggestion from you guys about it since I&#39;m new in Ruby especially Gosu (and Chingu) libraries I currently use.<br/>I&#39;m afraid this problem is because of my current machine I use to develop my game.<br/><br/>Thanks in advance.<br/><br/>And about the clip_to method maybe will be useful later :)]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5499</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5499'/>
    <title>FPS decreasing gradually</title>
    <author><name>jlnr</name></author>
    <published>2012-01-28T10:40:48Z</published>
    <updated>2012-01-28T10:40:48Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>7</slash:comments>
    <content type='html'>
      <![CDATA[Are any resources loaded while the game becomes slower and slower? Have you tried inserting some <code>puts</code> statements here and there to observe what the game is doing?<br/><br/>BTW it works like this: <code>clip_to(10, 10, 40, 20) { everything_in_here_is_clipped }</code>]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5498</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5498'/>
    <title>FPS decreasing gradually</title>
    <author><name>kuehkookies</name></author>
    <published>2012-01-28T08:33:19Z</published>
    <updated>2012-01-28T08:33:19Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>7</slash:comments>
    <content type='html'>
      <![CDATA[Okay.<br/>Since it&#39;s involving many lines of code, I&#39;ll explain it.<br/><br/>When executing my game, it loads all of included scripts and other resources (image and sounds), then the window appeared and it shows its current FPS. It&#39;s 60 FPS in first 10 seconds.<br/>After 10 seconds, the frame rate becomes degraded gradually over time and ended up in 15 FPS. It just goes down in every second as long as the window stays on screen. I tried to minimize used resources (removing some unneeded code lines, not using sounds) and no significant result scored.<br/><br/>Libraries currently I used are Gosu and Chingu.<br/><br/>Once I tried to use single huge image instead of several tiles as platform, then I got normal frame rate as expected. However, the frame rate goes decreasing slightly (I got 45 FPS at the lowest peak). I think multiple image usage as tile is the culprit...<br/><br/>P.S.: I still wondering how does &#39;clip_to&#39; method works.<br/><br/>Thanks for response.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5497</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5497'/>
    <title>How to best use Window#record method</title>
    <author><name>jlnr</name></author>
    <published>2012-01-28T08:10:07Z</published>
    <updated>2012-01-28T08:10:07Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>6</slash:comments>
    <content type='html'>
      <![CDATA[No, for that I would have to move some stuff into thread-local storage. :(]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5496</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5496'/>
    <title>FPS decreasing gradually</title>
    <author><name>jlnr</name></author>
    <published>2012-01-28T08:05:04Z</published>
    <updated>2012-01-28T08:05:04Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>7</slash:comments>
    <content type='html'>
      <![CDATA[I have not heard anything about Gosu that would make it slow down over time. Can you post your script or explain what it does?]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5495</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5495'/>
    <title>FPS decreasing gradually</title>
    <author><name>kuehkookies</name></author>
    <published>2012-01-28T06:02:42Z</published>
    <updated>2012-01-28T06:02:42Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>7</slash:comments>
    <content type='html'>
      <![CDATA[This is bothering me since I make a map based on tiles, which drawn in 24x24 pixels size and in original window size viewport (it&#39;s 480x360 pixels size). I got 60 fps in first seconds, then it keeps decreasing and ended up in 15 fps, resulting in really SLOW frame rate.<br/>Also, when executing/compiling the scripts, I noticed in Task Manager that my game eats up to almost 100% of my CPU usage. Not only makes my game runs slow, it also makes another apps I opened runs really slow and almost not responding.<br/><br/>I&#39;ve read about Ruby itself, and some opinions from others which Ruby is a bit slow. But it can&#39;t stop me to stay with Ruby.<br/><br/>However, is there some suggestions to cover this problem?<br/>FYI I use Dynabook Satellite 1870, with 1.6GHz Intel Celeron and 512MB of RAM. Pretty old, of course, but this is my only machine I can use for now.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5494</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5494'/>
    <title>How to best use Window#record method</title>
    <author><name>erisdiscord</name></author>
    <published>2012-01-28T04:20:38Z</published>
    <updated>2012-01-28T04:20:38Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>6</slash:comments>
    <content type='html'>
      <![CDATA[Somewhat related, because a terrible idea has stuck me: is <code>record</code> callable from a thread? Is it meant to be? C: I know that most of Gosu isn&#39;t.<br/><br/>It might be cool to have a sort of provider/consumer model for map chunks where one thread generates and managed recorded chunks according to the camera position and the other draws whatever&#39;s available. Only for large maps, of course. :D]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5493</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5493'/>
    <title>How to best use Window#record method</title>
    <author><name>Dschinghis</name></author>
    <published>2012-01-28T03:44:30Z</published>
    <updated>2012-01-28T03:44:30Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>6</slash:comments>
    <content type='html'>
      <![CDATA[1. Excellent. I hadn&#39;t had any problems using it in the update method, but it&#39;s good to know that&#39;s intended and not just a happy (and potentially unpredictable) coincidence.<br/><br/>2. I was trying to stay away from doing anything mutable in draw(), since the docs suggested that I&#39;d generally be safer if I treated draw() as a read-only method, but that&#39;s a nice, concise way to handle it.<br/><br/>Thanks for the reply!]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5492</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5492'/>
    <title>How to best use Window#record method</title>
    <author><name>jlnr</name></author>
    <published>2012-01-28T01:48:37Z</published>
    <updated>2012-01-28T01:48:37Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>6</slash:comments>
    <content type='html'>
      <![CDATA[1. You should be able to call <code>record</code> anywhere. This should be documented, I guess - and if it doesn&#39;t work, please let me know or file a bug on GitHub :)<br/><br/>2. I like to just set @grid_image to nil when it is not valid. Then I can do:<br/><br/><code>@grid_image ||= record { ... }<br/>@grid_image.draw 0, 0, 0</code><br/><br/>I like to do this in <code>draw</code> because it means that the image will be created right when it is needed. It is impossible for it to be invalid or missing when I want to draw it.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5491</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5491'/>
    <title>How to best use Window#record method</title>
    <author><name>Dschinghis</name></author>
    <published>2012-01-27T23:41:57Z</published>
    <updated>2012-01-28T03:29:28Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>6</slash:comments>
    <content type='html'>
      <![CDATA[I&#39;m making a tile based game engine using the gosu ruby gem, things are going great so far. Gosu is really excellent!<br/><br/>I want to use the Window#record method to batch any updates to the visible tile objects, but I&#39;m unsure the best place to put the record operation. I expect the flow should go something like:<br/><br/><code>def update<br/>&#160; &#160; # some game logic which flags the grid as dirty<br/><br/>&#160; &#160; if grid.dirty?<br/>&#160; &#160; &#160; &#160; @grid_image = record(w,h){ tiles.each{|tile| tile.draw} }<br/>&#160; &#160; end<br/>end<br/><br/>def draw<br/>&#160; &#160; @grid_image.draw( 0, 0, 0 )<br/>end</code><br/><br/>I&#39;ve read over and over that you shouldn&#39;t call draw from within the update method. However, since the record method just batches a bunch of GL calls and doesn&#39;t actually draw to the window, it seems like it should be okay to call from within the update loop. So where&#39;s the proper place to perform the record operation? Should I put that in the window&#39;s draw method guarded by the same grid.dirty? flag, something like this:<br/><br/><code>def draw<br/>&#160; &#160; if grid_dirty?<br/>&#160; &#160; &#160; &#160; @grid_image = record(w,h){ tiles.each{|tile| tile.draw} }<br/>&#160; &#160; end<br/><br/>&#160; &#160; @grid_image.draw( 0, 0, 0 )<br/>end</code><br/><br/>Any information I can get about the best usage of the Window#record method would be appreciated. If fact, if people want to use this thread as a knowledge dump for Window#record best practices, tips, tricks, etc, I&#39;d be happy to do a quick wiki page about it, since the record method is really slick and deserves some documentation. Julian posted a bit ago that &quot;there are countless ways to use and abuse&quot; the record feature, it always made me curious what kinds of ways people were using it. :)<br/><br/>Cheers!]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5490</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5490'/>
    <title>Transparent collision check problem</title>
    <author><name>kuehkookies</name></author>
    <published>2012-01-25T06:44:45Z</published>
    <updated>2012-01-25T06:44:45Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>2</slash:comments>
    <content type='html'>
      <![CDATA[I&#39;ve done resizing bounding box to make collision properly (I made it to 40% of sprite&#39;s width) and it works as I expected. Also, I&#39;ve tried some objects (projectile, sword animations and &#39;destructible&#39; objects) to ensure they&#39;re working properly.<br/><br/>This makes sense, and gives me some other ideas to build a platformer game.<br/>Thanks for your explanation.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5489</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5489'/>
    <title>Transparent collision check problem</title>
    <author><name>Spooner</name></author>
    <published>2012-01-25T00:33:27Z</published>
    <updated>2012-01-25T00:33:27Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>2</slash:comments>
    <content type='html'>
      <![CDATA[No, the problem is that Chingu collisions are rectangular (bounding box) or circular, so they will have that effect. Pixel-perfect collisions are very rare and are often glitchy (games generally simplify collisions shapes significantly). If you need very accurate/complex collisions, the best option is to use Chipmunk, rather than Chingu, to manage your collisions.<br/><br/>You need to use a smaller bounding box/circle than the sprite to calculate collisions. That is, a sprite that covers the parts of the person that are always solid, not that covers the person and all the space around them where arms and legs could be. Just making the bounding box half the width would probably work for you in this case.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5488</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5488'/>
    <title>Tutorial - Making the map bigger</title>
    <author><name>MCMayor</name></author>
    <published>2012-01-24T07:26:47Z</published>
    <updated>2012-01-24T07:26:47Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>1</slash:comments>
    <content type='html'>
      <![CDATA[Every image can draw itself. See <a class='url' href='http://www.libgosu.org/rdoc/Gosu/Image.html#draw-instance_method'>http://www.libgosu.org/rdoc/Gosu/Image.html#draw-instance_method</a><br/>The code there probably set @tileset to a list of Images. Image.load_tiles is a list and has no draw function, but each element in it (accessed by @tileset[tile]) does.<br/><br/>So his code says:<br/>For each map position:<br/>..get tilecode at this position<br/>....if tilecode is not nil (if there is a tile at this space)<br/>......get image for tile code<br/>......tell image to draw at geometric position (map_x*50-5, map_y*50-5)]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5487</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5487'/>
    <title>Transparent collision check problem</title>
    <author><name>kuehkookies</name></author>
    <published>2012-01-24T03:27:27Z</published>
    <updated>2012-01-24T03:27:27Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>2</slash:comments>
    <content type='html'>
      <![CDATA[Hello,<br/><br/>After drilling with the Gosu and Chingu environment, now I stuck in this problem. I&#39;ve made a sprite, implement it to the game, and I got the sprite having incorrect collision check. I&#39;ve read the documentation of related problem (in this case, the Chingu::GameObject, Sprite and also I&#39;ve read TexPlay docs) then I found the <code>cache_bounding_box</code> is the culprit. It makes the sprite looks like hanging in the air rather than falling down to lower platform. Images in attachment.<br/><br/>Can someone explain how to get rid of the transparent part of the sprite?]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5486</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5486'/>
    <title>Tutorial - Making the map bigger</title>
    <author><name>Ezrick</name></author>
    <published>2012-01-24T02:45:18Z</published>
    <updated>2012-01-24T02:45:18Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>1</slash:comments>
    <content type='html'>
      <![CDATA[So I am generally new to programming, and understand the tutorial pretty well. I understand the stars and spaceship. The animation part is a little confusing but I&#39;ll get to that later.<br/><br/>So I want to make the map on the game many times larger.&#160; The window should stay focused on the ship. This is a start. From here I want to add a minimap, some bad guys (saw a post somewhere about this one), powerups, and whatever else I get to. So my problem is how to draw a larger map.<br/><br/>I opened up cptnruby to see how the map was generated and how the window behaves. I assume its in Map.draw.&#160; I barely understand whats going on here and am hoping for a little more explanation. Some other examples would be much appreciated too if possible.<br/><br/>@height.times do |y|<br/>&#160; &#160; &#160; @width.times do |x|<br/>&#160; &#160; &#160; &#160; tile = @tiles[x][y]<br/>&#160; &#160; &#160; &#160; if tile<br/>&#160; &#160; &#160; &#160; &#160; @tileset[tile].draw(x * 50 - 5, y * 50 - 5, 0)<br/>&#160; &#160; &#160; &#160; end<br/>&#160; &#160; &#160; end<br/>&#160; &#160; end<br/><br/>I get this part. For each tile you loaded form the txt, draw it in the right place. My question here is if this means that each image, in this case Image.load_tiles, has an inherent draw function. Anyways any help would be appreciated. Just try and steer me in the right learning direction.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5485</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5485'/>
    <title>Gem install failed</title>
    <author><name>kuehkookies</name></author>
    <published>2012-01-23T06:21:10Z</published>
    <updated>2012-01-23T06:21:10Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>2</slash:comments>
    <content type='html'>
      <![CDATA[Thanks.<br/><br/>Now I&#39;ve done with Texplay, and I found another gems I needed. I can start some experiments about the game mechanics.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5484</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5484'/>
    <title>Gem install failed</title>
    <author><name>Spooner</name></author>
    <published>2012-01-22T23:37:54Z</published>
    <updated>2012-01-22T23:37:54Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>2</slash:comments>
    <content type='html'>
      <![CDATA[Texplay 0.4.2 has not been released as a Windows binary gem, so you need to use 0.3.5 (<code>gem install texplay --version &quot;0.3.5&quot;</code>). I&#39;ve tried to ask for a new binary and tried to compile it myself, but to no avail as yet. Really, all of the functionality is in 0.3.5 so there isn&#39;t much of a problem (something relatively minor was removed to make 0.4.x since Texplay didn&#39;t work with 1.9.3).<br/><br/>Not sure what other gems you are trying to install, but the ruby-opengl one is notoriously difficult to compile (there is a working binary attached somewhere in this forum if that is what you are needing). Generally gems are published as binaries on Windows, or at least as source that can be compiled automatically without further dependencies, so these two are exceptions, rather than the rule.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5483</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5483'/>
    <title>Gem install failed</title>
    <author><name>kuehkookies</name></author>
    <published>2012-01-22T15:31:48Z</published>
    <updated>2012-01-22T15:31:48Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>2</slash:comments>
    <content type='html'>
      <![CDATA[Hello, guys. I&#39;m new in Ruby and I find Gosu interesting, since I&#39;ve spent much time in game-developing.<br/><br/>Frankly, I have a problem about the installment.<br/>I made a fresh install of Ruby (it&#39;s 1.9.2), installing Gosu and Chingu and everything is OK. <br/>But when I install TexPlay and other libraries which require build tools it always return error.<br/><br/>Here&#39;s the chunk from the command prompt when I attempted to install TexPlay<br/><br/><code>C:\Documents and Settings\ryann\My Documents\ruby\bsmith&gt;gem install texplay<br/>Temporarily enhancing PATH to include DevKit...<br/>Building native extensions.&#160; This could take a while...<br/>ERROR:&#160; Error installing texplay:<br/>&#160; &#160; &#160; &#160; ERROR: Failed to build gem native extension.<br/><br/>&#160; &#160; &#160; &#160; C:/Ruby192/bin/ruby.exe extconf.rb<br/>checking for main() in -lfreeglut_static... no<br/>*** extconf.rb failed ***<br/>Could not create Makefile due to some reason, probably lack of<br/>necessary libraries and/or headers.&#160; Check the mkmf.log file for more<br/>details.&#160; You may need configuration options.<br/><br/>Provided configuration options:<br/>&#160; &#160; &#160; &#160; --with-opt-dir<br/>&#160; &#160; &#160; &#160; --without-opt-dir<br/>&#160; &#160; &#160; &#160; --with-opt-include<br/>&#160; &#160; &#160; &#160; --without-opt-include=${opt-dir}/include<br/>&#160; &#160; &#160; &#160; --with-opt-lib<br/>&#160; &#160; &#160; &#160; --without-opt-lib=${opt-dir}/lib<br/>&#160; &#160; &#160; &#160; --with-make-prog<br/>&#160; &#160; &#160; &#160; --without-make-prog<br/>&#160; &#160; &#160; &#160; --srcdir=.<br/>&#160; &#160; &#160; &#160; --curdir<br/>&#160; &#160; &#160; &#160; --ruby=C:/Ruby192/bin/ruby<br/>&#160; &#160; &#160; &#160; --with-freeglut_staticlib<br/>&#160; &#160; &#160; &#160; --without-freeglut_staticlib<br/><br/>Gem files will remain installed in C:/Ruby192/lib/ruby/gems/1.9.1/gems/texplay-0<br/>.4.2 for inspection.<br/>Results logged to C:/Ruby192/lib/ruby/gems/1.9.1/gems/texplay-0.4.2/ext/texplay/<br/>gem_make.out</code><br/><br/>Shall I use one of the options available? If yes, which one?<br/>I need a library that capable to manipulate images easily and won&#39;t make such a mess to my codes.<br/>P.S.: I&#39;ve dealt with this error all day long, and make no result.<br/><br/>Thanks in advance.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5476</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5476'/>
    <title>Exporting fonts</title>
    <author><name>jlnr</name></author>
    <published>2012-01-21T04:48:31Z</published>
    <updated>2012-01-21T04:48:31Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>14</slash:comments>
    <content type='html'>
      <![CDATA[Have you included the TTF file in the ocra call? How do you call Ocra?]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5475</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5475'/>
    <title>Exporting fonts</title>
    <author><name>chase4926</name></author>
    <published>2012-01-20T23:55:59Z</published>
    <updated>2012-01-20T23:55:59Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>14</slash:comments>
    <content type='html'>
      <![CDATA[By &quot;doesn&#39;t seem to work&quot; what error are you receiving? I&#39;ve loaded fonts from a file many times with no issues what-so-ever.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5474</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5474'/>
    <title>Exporting fonts</title>
    <author><name>il mietitore</name></author>
    <published>2012-01-20T22:22:21Z</published>
    <updated>2012-01-20T22:22:21Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>14</slash:comments>
    <content type='html'>
      <![CDATA[Heya ;)<br/><br/>I&#39;m working on a project for a university exam, and I&#39;m trying to find a way to export the game and packaging, somehow, the fonts with the executible.<br/><br/>I mean: if I use ocra, I obtain a .exe file which is all ok. But if I run the program on a computer that doesn&#39;t have the font needed (for instance: Segoe UI) all of the text formatting goes to hell.<br/><br/>I tried to put the font file in a folder, but the instruction<br/><br/><code>@font_Segoe_UI_20 = Gosu::Font.new(self, &quot;fonts/segoeui.ttf&quot;, 20)</code><br/><br/>doesn&#39;t seem to work.<br/><br/>Is there a way to do such a thing?]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5470</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5470'/>
    <title>Useful tools for game development</title>
    <author><name>jlnr</name></author>
    <published>2012-01-17T04:58:48Z</published>
    <updated>2012-01-17T04:58:48Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>37</slash:comments>
    <content type='html'>
      <![CDATA[I don&#39;t often link to cracked.com for productivity, but when I do, it is about sound effects: <a class='url' href='http://www.cracked.com/article_19639_5-ridiculous-origins-movie-sound-effects.html'>http://www.cracked.com/article_19639_5-ridiculous-origins-movie-sound-effects.html</a>]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5466</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5466'/>
    <title>GDI+ or FreeImage : Unknow error</title>
    <author><name>RavensKrag</name></author>
    <published>2012-01-14T16:14:19Z</published>
    <updated>2012-01-14T16:14:19Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>5</slash:comments>
    <content type='html'>
      <![CDATA[Ah.<br/>Should have taken the 3 seconds to test it in IRB apparently.&#160; My apologies.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5465</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5465'/>
    <title>GDI+ or FreeImage : Unknow error</title>
    <author><name>jlnr</name></author>
    <published>2012-01-14T10:55:22Z</published>
    <updated>2012-01-14T10:55:22Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>5</slash:comments>
    <content type='html'>
      <![CDATA[It is valid code, but it is two statements, not one. It is not the same as<br/><code>Dir.chdir(<br/>File.basename( __FILE__ ))</code>]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5464</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5464'/>
    <title>GDI+ or FreeImage : Unknow error</title>
    <author><name>RavensKrag</name></author>
    <published>2012-01-14T03:18:21Z</published>
    <updated>2012-01-14T03:18:21Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>5</slash:comments>
    <content type='html'>
      <![CDATA[I&#39;m fairly certain this is just bad style, but completely valid code.&#160; Ruby does not care what type of whitespace is used, except in circumstances like block declaration where a newline character must be used.<br/><br/>I would suggest doing what Julian suggested regardless, as it is easier to read that way.]]>
    </content>
  </entry>
  <entry>
    <id>http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5462</id>
    <link href='http://www.libgosu.org/cgi-bin/mwf/topic_show.pl?pid=5462'/>
    <title>Additional Mouse Button Support</title>
    <author><name>erisdiscord</name></author>
    <published>2012-01-10T23:21:32Z</published>
    <updated>2012-01-10T23:21:32Z</updated>
    <category term='Gosu Exchange'/>
    <slash:comments>13</slash:comments>
    <content type='html'>
      <![CDATA[<i>Now</i> you&#39;re just being silly. :D]]>
    </content>
  </entry>
</feed>

